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TON ecosystem game ‘Banana’ reaches 1M users in 72 Hours

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Banana, an idle game within the TON ecosystem, has reached 1 million users in less than 72 hours.

Players have completed 2.9 million in-game quests and connected 580,000 social accounts to the game. This rapid and massive adoption highlights its appeal to both Web2 and Web3 players.

What is a banana?

Banana allows players to collect virtual bananas, each with unique traits and rarity. By tapping on bananas, players earn points, called Peels, which can then be converted into Tether (USDT). The game also allows bananas to be traded for various rewards, keeping players engaged.

Banana offers a variety of features to attract players, such as daily rewards, different peeling rewards based on rarity, and opportunities to earn more bananas through tasks such as linking CARV ID, social interactions, and referrals. Players can sell bananas for USDT and peels, with prices rising for rarer bananas.

The most valuable banana, Matrixnana, can be sold for 500 USDT. Additionally, players who link and create their own CARV ID can convert their in-game achievements into tangible rewards.

CARV Innovations

The game is built on CARV, a standard data layer for gaming and AI. The launch of Banana is a key part of CARV’s business strategy, which includes data infrastructure and gaming platforms.

Liu, CARV’s CTO, commented on the launch, noting that it represents an important step for CARV within the TON ecosystem.

“The launch underscores CARV’s role as a driving force in Web3 gaming adoption and user acquisition, and introduces a new play-to-earn model. By offering third-party game development and advertising capabilities, banana “Not only does this expand our technology footprint, it gives users a lifetime membership for passive income,” Liu said.

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